Data Asset Instances created from Blueprints and are not selectable in asset pickers until their parent Blueprint is loaded. They are also not displayed correctly in the Content Browser

UE - Framework - Blueprint - Sep 3, 2024

Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...

Foliage rendering issues when using both Density Scaling and MaxWorldPositionOffsetDisplacement

UE - World Creation - Worldbuilding Tools - Foliage - Aug 29, 2024

When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...

Nanite can assert in ValidateFixupChunk: 'Assertion failed: HierarchyNodeIndex < Resources.NumHierarchyNodes'

UE - Graphics Features - Nanite - Aug 29, 2024

Reported by a licensee. More discussion in the linked UDN case. "Sometimes the WorldPartitionBuilderCommandlet will fail after encountering this error:" Error: Assertion failed: HierarchyNodeIndex ...

BlendListByEnum assumes that enum values are sequential

UE - Anim - Runtime - Anim Blueprints - Aug 26, 2024

FAnimNode_BlendListByEnum assumes that values within a custom enum type are sequential (ie. the index 0 = value 0, index 1 = value 1).  But this is not true of all custom enum types, for example: U ...

In some situations, a Blueprint can become devoid of an Event Graph. While no graphs are present, multiple variables can be created with the same name.

UE - Framework - Blueprint Editor - Aug 26, 2024

In some situations, a Blueprint can become devoid of an Event Graph, or be created without one from the start. For example, function "FKismetEditorUtilities::CreateBlueprint()" in UE 5.4 does not ca ...

[StateTree] Linked Asset trees do not properly transition when On Tick transition is triggered on linked asset that transitions to Tree Succeeded

UE - AI - StateTree - Aug 26, 2024

Linked Asset trees do not transition correctly to Tree Succeeded if using an On Tick transition. The Debugger shows that the transition is triggered repeatedly but no state change occurs. Instead, t ...

Input Mapping Context entries can get into a corrupted state when swapped with another entry that has a Combo Trigger.

UE - Gameplay - Input - Aug 23, 2024

This behaviour was working correctly in version 5.3. This issue happens inside an InputMappingContext DataAsset from the EnhancedInput system. We need at least two mappings entries. One of the entri ...

Niagara Fluids Plugin creates a memory reference of any saved level by only being active, before being actually used.

UE - Niagara - Aug 21, 2024

While Niagara Fluids Plugin is active it creates a memory reference of any saved level regardless of being actually used. Simply enabling the plugin shows a memory reference while deleting the level ...

Invalidation panels can retain stale hittest data when caching is disabled/enabled

UE - Editor - UI Systems - Slate - Aug 20, 2024

Changes to the hit test grid of an invalidation panel while caching is disabled won't be respected when caching is reenabled. This can cause interactive widgets such as buttons who were set to colla ...